Refactor scene rendering to separate drawable actors
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@@ -161,8 +161,8 @@ void ScreenSpaceReflectionsPass::Render(RenderContext& renderContext, GPUTexture
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// Skip pass if resources aren't ready
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if (checkIfSkipPass())
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return;
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auto& view = renderContext.View;
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auto buffers = renderContext.Buffers;
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const RenderView& view = renderContext.View;
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RenderBuffers* buffers = renderContext.Buffers;
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// TODO: add support for SSR in ortho projection
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if (view.IsOrthographicProjection())
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@@ -275,7 +275,7 @@ void ScreenSpaceReflectionsPass::Render(RenderContext& renderContext, GPUTexture
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GlobalSignDistanceFieldPass::BindingData bindingDataSDF;
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GlobalSurfaceAtlasPass::BindingData bindingDataSurfaceAtlas;
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if (settings.TraceMode == ReflectionsTraceMode::SoftwareTracing &&
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renderContext.View.Flags & ViewFlags::GI &&
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view.Flags & ViewFlags::GI &&
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renderContext.List->Settings.GlobalIllumination.Mode == GlobalIlluminationMode::DDGI)
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{
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if (!GlobalSignDistanceFieldPass::Instance()->Render(renderContext, context, bindingDataSDF) &&
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